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    Default Re: Potpourri Creation Contest II: Substitution Levels

    Warforged Druid

    Warforged druids are uncommon, but as welcome into the ranks of druids as any other. Many have problems adapting to the lifestyle but, in time, they adapt themselves, and their vocation, to an ideal compromise.

    Hit Die: d8

    Requirements

    To take a Warforged Druid substitution level, a character must be a member of the Warforged race, and be about to take his 1st, 5th, or 9th level of Druid.

    Class Skills

    Warforged Druid substitution levels have the class skills of the standard Druid class.

    Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

    Class Features

    All the following are class features of the Warforged Druid substitution levels.

    Natural Metal Body: The gods of nature demand that druid forsake the use of metal armor, which seemingly completely excludes Warforged from ever joining the ranks of the druid. These same gods, however, realize that the Warforged's metal body is it's natural form, and while other warforged might augment their bodies to fit the rules, it is not necessary. A Warforged Druid is not held to the prohibition against metal armor other druids are held to. This only applies, however, to their natural metal bodies. They are still prohibited from wearing other metal armor or altering their body to some other metal construction (say, with the Adamantite Body feat).

    This substitution feature replaces the standard Druid's Nature Sense class feature.

    Clockwork Wild Shape: A Warforged's body is very different from that of nearly any other mortal race. Using natural magic to shift his form fully into that of an animal thus takes more effort, but to merely alter his shape, and leave the composition the same, is much easier.

    This ability alters the standard Druid's Wild Shape ability in the following ways:

    A Warforged Druid can use the standard Wild Shape ability as a full round action instead of as a standard action. As a standard action, the Warforged Druid can perform a Clockwork Wild Shape, which functions identically to normal wild shape, except the Warforged Druid maintains his warforged racial features while in a Clockwork Wild Shape. Additionally, the Clockwork Wild Shape is obviously not a natural animal, appearing as a Warforged as if he had been shaped as the animal instead of as a humanoid.

    Any effect that affects Wild Shape also affects Clockwork Wild Shape.

    Natural Weapon Arsenal: Warforged are known for being able to augment themselves, the Warforged Druid takes it to an extreme, altering his natural ability to attack with his ability to change shape.

    When returning to your Warforged shape from a Clockwork Wild Shape or Wild Shape, you can morph your slam attack into an attack from the creature you most recently took the form of. When reverting to Warforged form, choose a natural attack from your current wildshape. Treat your slam attack as if it were that natural attack.

    This replaces the Druid's standard Venom Immunity ability.


    Warforged Druid Substitution Levels
    {table="head"]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting
    1st|+0|+2|+0|+2|Animal Companion, Natural Metal Body, Wild Empathy|Same as Druid
    5th|+3|+4|+1|+4|Clockwork Wild Shape|Same as Druid
    9th|+6/+1|+6|+3|+6|Natural Weapon Arsenal|Same as Druid[/table]

    Dragonborn Druid

    The Dragonborn are champions of Bahamut, transformed from their mortal form into the very form of a dragon by the dragon-god himself. Some, thus transformed, turn their new form to the defense of the world, and those who take up the mantle of druid find a unique set of powers available to them.

    Hit Die: d8

    Requirements

    To take a Dragonborn Druid substitution level, a character must be a Dragonborn of Bahamut, and be about to take his 1st, 4th, or 5th level of Druid.

    Class Skills

    Dragonborn Druid substitution levels have the class skills of the standard Druid class.

    Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

    Class Features

    All the following are class features of the Dragonborn Druid substitution levels.

    Breath Weapon: Dragons are a proud race, and Bahamut's dragonborn are no different. They will not risk the creatures they protect by travelling with one, and instead rely on the power within themselves. Dragonborn Druids gain a breath weapon as the Dragonfire Adept class feature. Additionally, the damage their breath weapon does progresses as a Dragonfire Adept's breath weapon, and they share the same breath effect progression and breath effects.

    This ability replaces the Druid's standard Animal Companion, Wild Empathy, and Nature Sense abilities.

    Scales: The Dragonborn's new body protects him from the perils that would harm the natural world, even if he lacks the natural magical resistance to the magics of the fey. A Dragonborn Druid gains a +1 bonus to his natural armor, and an additional +1 bonus every 5th level after this one (+2 at 9th, +3 at 14th, and +4 at 19th).

    This ability replaces the Druid's standard Resist Nature's Lure ability.

    Draconic Companion: The Dragonborn have been given a new life as a dragon, the greatest of all creatures. They have no need for any other form. Bahamut knows that fighting alone may not be enough, so he grants the Dragonborn Druid a companion to assist him. The Dragonborn Druid gains a Draconic Companion as the Dragon Cohort feat (Draconomicon). The Dragon Cohort gains abilities as a standard Druid Animal Companion.

    This ability replaces the standard Druid Wild Shape ability.


    Dragonborn Druid Substitution Levels
    {table="head"]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting
    1st|+0|+2|+0|+2|Breath Weapon 1d6|Same as Druid
    4th|+3|+4|+1|+4|Scales|Same as Druid
    5th|+3|+4|+1|+4|Draconic Companion|Same as Druid[/table]


    Changeling Druid

    Changelings are a unique race, each with their own identity but so capable of changing themselves to suit another. When a changeling takes up the mantle of the druid, typically they prefer to act within the cities, and those that do have the potential to turn their druidic talents to augment their racial abilities. They become unique forces for nature, even within the confines of a city wall.

    Hit Die: d8

    Requirements

    To take a Changeling Druid substitution level, a character must be a Changeling, and be about to take his 1st, 5th, or 13th level of Druid.

    Class Skills

    Changeling Druid substitution levels have the class skills of the standard Druid class plus Bluff, Diplomacy, and Sense Motive.

    Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

    Class Features

    All the following are class features of the Changeling Druid substitution levels.

    Urban Casting: Changelings are most at home in the city, using their own natural talents to further their goals. A Changeling druid has found a new way to draw upon their natural magics, to benefit more from their own charming nature.

    Changeling druids cast and prepare spells in the same was as a standard druid, with the exception that the highest level spell they can cast, bonus spells, as well as the difficulty class for his spells, is based on Charisma instead of Wisdom.

    This ability replaces the Druid's standard Animal Companion, Wild Empathy and Nature Sense abilities.

    Humanoid Shape: A changeling druid can use its druidic magic to further the abilities he has gained from his doppelganger heritage. A changeling druid gains Humanoid Shape, as Wild Shape with the exception that it can only be used to transform into Humanoid forms. Any effects that affect Wild Shape also apply to Humanoid Shape, and any class levels that advance Wild Shape's uses per day also advance Humanoid Shape's uses per day.

    At level 8, instead of being able to take Large shapes, the Changeling Druid can take on Monstroud Humanoid shapes.

    At level 11, instead of being able to take Tiny shapes, the Changeling Druid can take on Large shapes.

    At level 12, instead of being able to take on Plant shapes, the Changeling Druid can take on Giant shapes.

    Beyond this, he gains wildshape forms as normal.

    This ability replaces the Druid's standard Wild Shape ability.

    Social Dexterity: Where other druids are only learning the basics of becoming other people, the Changeling Druid has spent his entire life wearing another's face. As such, he instead spends his time learning to better use his abilities to more completely fool those he needs to fool. The Changeling Druid gains the Assume Quirk and Second Impression skill tricks (Complete Scoundrel).

    This ability replaces the Druid's standard Thousand Faces ability.

    Changeling Druid Substitution Levels
    {table="head"]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting
    1st|+0|+2|+0|+2|Urban Casting|Same as Druid
    5th|+3|+4|+1|+4|Humanoid Shape|Same as Druid
    13th|+9/4|+8|+4|+8|Social Dexterity|Same as Druid[/table]


    Raptoran Druid

    The raptorans are a race uniquely oriented to become druids. Their ancient pact with the elementals that originally gave them wings gives them a connection to the very air we breathe other druids can't hope to emulate. Their natural wings are also a feature unique to their race, and they learn quickly how to use them to augment their druidic abilities.

    Hit Die: d8

    Requirements

    To take a Raptoran Druid substitution level, a character must be a Raptoran, and be about to take his 1st, 5th, or 15th level of Druid.

    Class Skills

    Raptoran Druid substitution levels have the class skills of the standard Druid class.

    Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

    Class Features

    All the following are class features of the Raptoran Druid substitution levels.

    Raptoran Shapeshifting: Raptoran druids are most at home with the bodies granted to them by the air elementals. The typical transformative abilities of the druid do not suit them, but that doesn't mean they have to give up the ability entirely.

    Raptoran Druids gain the Shapeshift ability (as described in the PHBII, pg 39) with the exception that their wings are always a part of their shapeshifted forms. When shapeshifted, their form tends to be bird-like. A raptoran druid in predator form might appear as an eagle or hawk instead of a wolf. As a ferocious slayer, they might be rocs or griffons.

    This ability replaces the Druid's standard Wildshape ability.

    Avian Companion: A raptoran druid does not forsake a companion entirely, but his pact with the air elementals requires his companion be able to join him in the skies.

    A raptoran druid gains an animal companion, as the standard druid ability, but the companion must have a fly speed.

    This ability augments the Druid's standard Animal Companion ability.

    Natural Flight: The raptoran's wings typically develop slowly as they grow, but a raptoran druid's deeper connection to the air elementals and his own natural magic give his wings increased ability, greater than a typical raptoran.

    At level 5, a raptoran druid can fly at a speed of 40ft (average maneuverability) and flying requires no more exertion than walking or running.

    At level 10, the raptoran druid's flight speed increases to 60ft (good maneuverability).

    A raptoran druid shapeshifted into aerial form uses whichever flight speed is greater.

    This ability replaces the druid's standard Wildshape ability.

    Aerial Mastery: When detached from the earth, the raptoran druid's connection to the air elementals that gave him his wings is even more powerful. Their energies swirl around him, and empower his magics.

    At level 15, any [Air] spell a raptoran druid casts while flying is automatically maximized.

    This ability replaces the Druid's standard Timeless Body ability.

    Raptoran Druid Substitution Levels
    {table="head"]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting
    1st|+0|+2|+0|+2|Raptoran Shapeshift, Avian Companion, Nature Sense, Wild Empathy|Same as Druid
    5th|+3|+4|+1|+4|Natural Flight|Same as Druid
    15th|+11/6/1|+9|+5|+9|Aerial Mastery|Same as Druid[/table]
    Last edited by Hyooz; 2010-07-11 at 11:52 PM.

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